QuaziGNRLnose's Recent Forum Activity

  • look at the examples for an idea of how you need to write expressions / what actions to use to implement camera controls.

  • You don't need to load the file through Q3D Master unless "autoload" on a Q3D model is set to "No". This wasn't the case for your file.

    Your parenting wasn't working because:

    1. Your parenting actions were using "transform YES" and your objects weren't aligned since you had already rotated the ring, so you had parented the diamonds to an unaligned ring.

    2. Your rings both use the model "l_diams.obj", so obviously they're both in the same spot when imported. Both models were l_diams.obj, and your Q3D master actions "loading the files" don't do anything as i mentioned. So really the problems DOES come from your work. There is no bug with Q3D Master.

    Try to look at the "parenting actions" example, for an idea of what all the features the parenting system uses do, and some information.

    There's no "crazy solutions" or "tricks" people need to look for, if they carefully work and try to understand what the functions they're using do. Your 3D background knowledge in something like MAX doesn't apply to game development i'm afraid, where corners have to constantly be cut to keep frame rates high, leading to different design choices in workflow. Getting used to a certain workflow is part of using any game engine you'll find, especially 3D ones. In any case im constantly working to improve things, and eventually there'll be a scene editor to make work like this simpler.

    Heres a modified .capx solving your issue: https://dl.dropboxusercontent.com/u/829 ... rings.capx

  • The problem with your capx is that both l_diams and r_diams are in the same location. Also, you should be moving the camera around the ring, or making the ring the parent of the diamonds, instead of moving the ring AND diamonds around if you want all the objects to stay in the same relative position easily. All you need to do is rotate l_diams by 180 degrees in the Y axis and it'll be in the right spot so long as you move the camera or parent the objects.

  • Shaders do not = raytracing. Real time raytracing isn't even feasible on most computers yet, let alone in WebGL. I'm not going to write a million shaders, but anything in webGL GLSL will be possible if someone writes them or you learn how to.

  • Currently working on a system to support custom vertex/fragment shaders for Q3D Models, coming along nicely, playing with AJAX for the loading will hopefully help me sort out some of the mobile issues too.

  • I really can't help you without the CAPX, those values could mean anything. If you're using Q3D Models you can't rotate them with Q3D Master.

  • Did you try rotating it 180 degrees?, it might be hiding under the first set of diamonds, Also when importing stuff using Q3D Model, there are two options for "Model Fit" and "Model Placement". By default they scale and center the object within the box you define in the layout editor, but if you set them to "Unaltered" your model will import at the scale/centering you defined in MAX/Blender/etc. Note that if you turn these off the model might be very very very tiny or very very very big, because different programs export at different scales.

  • kmsravindra

    Ive repeated this many times but if using "inside" render mode for q3d master some browsers will invert the view. Its not meant to be used for web stuff, because the browser vendors havent standardized the function it uses. Use it when you know the platform it's running in works, like NodeWebkit. I cant fix it, but i have ideas for a workaround i'll give a go at. As for opera, their WebGL integration is far behind the competition so it's up to them to improve their implementation and make things work properly. I think it's inside mode thats breaking things in Opera, they might have 0 support for the feature it uses. I can get my demos on the front page to run just fine but they all use "infront" or "behind". I fixed the bug you mentioned with "Behind" blocking HTML5 controls, so if you update to V2.2 you can use them.

    Also as i told imothep, for transparency you might have to set depth write to false/off with the depth settings options, or else that happens, this again is not a bug but a very fundamental limitation of forward rendering techniques. Heres more info that explains what's going on. Video. The best solution is to turn depth writing off, but it's not a perfect solution.

  • Dear QuaziGNRLnose,

    how i can compile for mobile with intel xdk with your plug-in working???because when i compile receive black screen.... what are the step to do ?? thanks a lot...

    Marry christmas,

    lestroso

    I'm working to fix whatever is causing this, sorry for the inconvenience.

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  • This is what i need to achieve, i really HOPE this basic function is feseable in Q3DMaster

    .....

    HAPPY CHRISTMASS TO ALL

    Merry christmas imothep85. You can do this by changing the draw-side of the material to "Front & Back", but it might not work properly for complicated models because of the way the renderer handles transparency. If it looks weird youll have to modify "depth write" to false in the action "depth settings".

  • part12studios

    Everything works fine in i.e. 11 and chrome and firefox on desktop for me in win7 for the example on the front page, how about you? But the upload you linked to specifically shows no ground for me either in any browser. did you modify the capx? I'd like to see it if possible. Otherwise perhaps its similar settings to what xdk has on your site that are breaking the object loader.

  • imothep85

    Rendering those kinds of effects as you presented in those examples in real time is done using tricks. Refraction can only be done using an environment map, it'll never be physically accurate since the renderer is not a raytracer. It's not possible for me to throw every request you make into the plugin, and in anycase there are a lot of features already there which can help you achieve similar effects to what you desire but you'll have to figure out how to apply them on your own and read up on how people achieved those effects. The plugin isn't going to make your project for you, it's just meant to make it easier.

    custom shaders may come eventually but implementing features takes more time than you'd think.

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QuaziGNRLnose

Member since 2 Aug, 2008

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